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Firebird wrote:
**I guess I'm just a realism freak, but I feel it's not realistic to tie combat rating to AI. It makes some sense for AI captains to not take weak ships seriously, but in that case if they start taking damage they would notice it.
Personally I think that it would be nice if this was all customizable, but I understand that would be difficult to implement. I think it'd be nicer to be able to define AI skill levels for different combat ratings for different dudes, perss, and other ships. That way, you can integrate these both ways into a scenario. But I'm guessing 1) This is difficult and time-consuming to do and 2) This won't end up happening.
Mike Lee (Firebird)**
Realism is only nice in a game if it adds to gameplay. If it just makes the game impossible to play for most people, then it isn't worth it. And there are people (read Jude's post), who have no desire to go out and prove that they are worthy of their cownoy boots by shooting everything that moves, and a lot of things that don't. So, if you don't like the fact that things will be easier to kill when you begin, remember that you start in a shuttle craft, and as soon as you get one kill, things become more difficult. If you want gameplay to be challenging, go out there and start shooting stuff. As you get better, you'll find the game more and more challenging.
And as for it being completely customisable, I agree it would be nice for any scenario or plugin designer to be able to say how good or bad each ship, pers, dude, etc individually, but for now, having a better AI generally is a big step forward.
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